/*
 * This source file is part of RmlUi, the HTML/CSS Interface Middleware
 *
 * For the latest information, see http://github.com/mikke89/RmlUi
 *
 * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
 * Copyright (c) 2019-2023 The RmlUi Team, and contributors
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */

#ifndef RMLUI_INVADERS_ELEMENTGAME_H
#define RMLUI_INVADERS_ELEMENTGAME_H

#include <RmlUi/Core/Element.h>
#include <RmlUi/Core/EventListener.h>

class Game;

/**
    @author Peter Curry
 */

class ElementGame : public Rml::Element, public Rml::EventListener {
public:
	ElementGame(const Rml::String& tag);
	virtual ~ElementGame();

	/// Intercepts and handles key events.
	void ProcessEvent(Rml::Event& event) override;

	/// This will get called when we're added to the tree, which allows us to bind to events.
	void OnChildAdd(Rml::Element* element) override;

	/// This will get called when we're removed from the tree, which allows us to clean up the event listeners previously added.
	void OnChildRemove(Element* element) override;

protected:
	/// Updates the game.
	void OnUpdate() override;
	/// Renders the game.
	void OnRender() override;

private:
	Game* game;
};

#endif
